This is a short postmortem for the 'Sacraments' project, an entry in Spring 2004's Chloris' Call compo. Basically, it's a quick commentary on the game-building process I went through to build the game, with the things that went well and things that didn't. (Nothing too specific, but I like reading other people's postmortems, so I figured I'd write my own.)

Here is a list of character types appropriate for use in RPGs. You may use this list for inspiration for your own characters. This list was initially intended to be much larger but truncated due to the enormous scope of the project.

This is a list of all the effects I know of that can occur in Magic: the Gathering. I'm sure there's more because I wrote this article long ago.
In any case, it's a supplement to the World of Magic and World of Spells articles. Used together, these three articles can provide a good deal of inspiration for developing a magical system.

What is the theory behind a game engine?
How to make those engines? This is a serie of
articles (chapters) about the creation of a RPG engine.
This tutorial as been written for general use, no API is used as
reference. C is used in example for instance of pseudocode.
It covers, project managament, engine structure,
tile engines, sprites, scripts, probably graphics etc...
Chapters will be added gradualy.
This tutorial targets beginners who haves a good bases of
a programming language. I am sorry for yet, only french version avaible...